It crashes on boot

SmashWaffle

L1: Registered
Jul 18, 2016
31
4
whenever I try to use the map I'm working on as of now, TF2 will crash. Can someone explain to me why this is? I need serious help with this...
This is what comes up when I click "Run Map"
** Executing...
** Command: "C:\Program Files\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\72 HR Jam\koth_halfpoint_remastered.vmf"

Valve Software - vbsp.exe (Jun 27 2016)
2 threads
materialPath: C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\72 HR Jam\koth_halfpoint_remastered.vmf
Patching WVT material: maps/koth_halfpoint_remastered/egypt/sand_grass_blend_01_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity prop_static (1600.00 -2784.00 96.52) leaked!
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (0) (2003344 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 122 texinfos to 59
Reduced 10 texdatas to 9 (288 bytes to 272)
Writing C:\Program Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\72 HR Jam\koth_halfpoint_remastered.bsp
Wrote ZIP buffer, estimated size 566, actual size 486
3 seconds elapsed

** Executing...
** Command: "C:\Program Files\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\72 HR Jam\koth_halfpoint_remastered"

Valve Software - vvis.exe (Jun 27 2016)
2 threads
reading c:\program files\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\72 hr jam\koth_halfpoint_remastered.bsp
reading c:\program files\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\72 hr jam\koth_halfpoint_remastered.prt
LoadPortals: couldn't read c:\program files\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\72 hr jam\koth_halfpoint_remastered.prt


** Executing...
** Command: "C:\Program Files\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\72 HR Jam\koth_halfpoint_remastered"

Valve Software - vrad.exe SSE (Jun 27 2016)

Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\72 hr jam\koth_halfpoint_remastered.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (1.90 seconds)
1605 faces
1784989 square feet [257038432.00 square inches]
34 Displacements
28416 Square Feet [4091939.25 Square Inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
Build Patch/Sample Hash Table(s).....Done<0.0488 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (9)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 112/8192 1344/98304 ( 1.4%)
brushsides 680/65536 5440/524288 ( 1.0%)
planes 316/65536 6320/1310720 ( 0.5%)
vertexes 2250/65536 27000/786432 ( 3.4%)
nodes 774/65536 24768/2097152 ( 1.2%)
texinfos 59/12288 4248/884736 ( 0.5%)
texdata 9/2048 288/65536 ( 0.4%)
dispinfos 34/0 5984/0 ( 0.0%)
disp_verts 9826/0 196520/0 ( 0.0%)
disp_tris 17408/0 34816/0 ( 0.0%)
disp_lmsamples 54694/0 54694/0 ( 0.0%)
faces 1605/65536 89880/3670016 ( 2.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 338/65536 18928/3670016 ( 0.5%)
leaves 776/65536 24832/2097152 ( 1.2%)
leaffaces 1744/65536 3488/131072 ( 2.7%)
leafbrushes 463/65536 926/131072 ( 0.7%)
areas 2/256 16/2048 ( 0.8%)
surfedges 8551/512000 34204/2048000 ( 1.7%)
edges 4623/256000 18492/1024000 ( 1.8%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 115/32768 1150/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1596/65536 3192/131072 ( 2.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1714732/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 469/393216 ( 0.1%)
LDR ambient table 776/65536 3104/262144 ( 1.2%)
HDR ambient table 776/65536 3104/262144 ( 1.2%)
LDR leaf ambient 420/65536 11760/1835008 ( 0.6%)
HDR leaf ambient 776/65536 21728/1835008 ( 1.2%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/1412 ( 0.1%)
pakfile [variable] 486/0 ( 0.0%)
physics [variable] 2003344/4194304 (47.8%)
physics terrain [variable] 0/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 3990
Writing c:\program files\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\72 hr jam\koth_halfpoint_remastered.bsp
13 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\72 HR Jam\koth_halfpoint_remastered.bsp" "C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_halfpoint_remastered.bsp"


** Executing...
** Command: "C:\Program Files\Steam\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf" -windowed -noborder -w 1280 -h 720 -novid +map "koth_halfpoint_remastered" -steam
 

zahndah

professional letter
aa
Jul 4, 2015
721
642
1; your map is leaked. You never want this, ever as it can mess up your map substantially. To fix leaks, copy the coordinates it gives you in the log, go into view > go to coordinates then paste them there. Next go into map > load pointfile and a red line will appear. This red line will travel from an entity into the void. To fix the leaks, you need to patch up all holes into the void that your map has.

if that does not resolve it. You likely have broken logic. If this is the case you will have to go through all the logic (i/o stuff) in your map and look for anything that is broken / shouldnt work. That should stop any crashing you have.